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skelanime update wip
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@@ -298,7 +298,7 @@ void Matrix_RotateZ(f32 z, u8 mode) {
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/*
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* Rotates the top of the matrix stack by `z` degrees, then
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* rotates that matrix by `y` degrees, then rotates that matrix
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* by `x` degrees.
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* by `x` degrees. (roll-pitch-yaw)
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* Original Name: Matrix_RotateXYZ, changed to reflect rotation order.
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*/
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void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode) {
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@@ -388,7 +388,7 @@ void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode) {
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/*
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* Translates the top of the matrix stack by `translation` units,
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* then rotates that matrix by `rotation` in Z-Y-X order
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* then rotates that matrix by `rotation` in Z-Y-X order (roll-pitch-yaw)
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*/
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void Matrix_TranslateThenRotateZYX(Vec3f* translation, Vec3s* rotation) {
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MtxF* cmf = sCurrentMatrix;
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